A critical flaw in NS2 close-combat

weezlweezl Join Date: 2008-07-04 Member: 64557Members, Reinforced - Shadow
The unpredictable skulk movement has already been mentioned.
And the lack of performance everybody also is aware of.

What I'd like bring up here is player collision size and how it appears from first-person in close combat in NS2.
<b>When I go back to NS1 after getting used to NS2 (as marine), it's like there suddenly is a forcefield in front of me, around me, that keeps (especially) the skulks at bay!</b> While in NS2 as soon as a skulk player that knows what he's doing get's up close and starts jumping around you, adding what I wrote up top, it's practically impossible to do anything!

This hard to notice mechanic can do alot in making basic skulk vs rifle fair I believe!

I remember some time ago the devs were talking about player collision systems and that they should be soft (or something), producing a repelling force instead of a dead-stop. This is what I think is the cause, and needs to be tweaked.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited August 2012
    Well. that would indeed be the third part of the list :P


    When two players jump at each other there is quite a high probability they will clip into each other and sometimes even go through each other. And yes this also needs to be fixed along with the #1 performance, #2 model orientation. I'm not a fan of the soft collisions either, they are kinda favouring the aliens to some extent (but can also backfire, because jumping randomly through a marine can throw you off target as well). Although I'm not entirely sure they are soft collisions, it feels more like something weird/buggy going on :/
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1966766:date=Aug 26 2012, 11:35 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Aug 26 2012, 11:35 AM) <a href="index.php?act=findpost&pid=1966766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well. that would indeed be the third part of the list :P


    When two players jump at each other there is quite a high probability they will clip into each other and sometimes even go through each other. And yes this also needs to be fixed along with the #1 performance, #2 model orientation. I'm not a fan of the soft collisions either, they are kinda favouring the aliens to some extent (but can also backfire, because jumping randomly through a marine can throw you off target as well). Although I'm not entirely sure they are soft collisions, it feels more like something weird/buggy going on :/<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm curious, is the soft collision because the collision boxes are like octagons or something so you get smoother edges? Or was it something specifically coded in? :o
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    I think the soft collisions were only for macs and drifters to stop them getting in the way too much when theyre used in combat. Lack of proper player collisions is definitely a huge problem in a melee combat game. Theres also lots of problems with marines just walking through aliens that are grinding a phasegate or infantry portal. Hopefully the new physics changes for 217 are going to fix the collisions.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    I think a lot of what is going on may be a side effect of the performance. When the tick rate of the server is low, its much harder to respond to collisions in a timely manner, and ensure that two people don't clip into the same position. Its important to note that, in my opinion, this lack of a hard clip can affect skulks quite badly as well. Its quite disorientating to run directly through the target you are biting, and just because the skulk is supposed to be melee, doesn't make it any easier to find your target when you lose him at such a close distance.

    As for the soft collisions, I actually like the idea. One thing that always annoyed me was how experienced players were pretty much as affective at range as they were in what was essentially melee combat. At long range, the marine should have a clear advantage, at medium range, it should be kind of 50/50, maybe a bit more to the marine, but at melee range, the marine should be dead in the water.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Yeah the weird thing is you can stand on each others head, but as soon as you try and do the "Lerk Lift" thing you clip through the other player... Soft collisions when moving, hard collisions while the other is not moving? :D
  • JaweeseJaweese Join Date: 2006-11-04 Member: 58356Members
    I'm in full agreement. The way you could use collision to your advantage in NS1 was a skill element. It adds a degree of consistency in melee combat as well (which NS2 needs more of).
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
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